Data ASB Policy Committee Vote (05/04/2011)

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Deck Knight

Blast Off At The Speed Of Light! That's Right!
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This thread exists solely for voting among the Smogon ASB Policy Review Committee. Other posts will be moderated with extreme prejudice.

Discussion is effectively over, now is the time to vote. If you would like to provide reasoning you may do so, however do not attempt to re-argue old battles or go after another position. Do not abstain from any votes, it is your responsibility as a committee member to make a choice. There is no decision cannot be reversed at a later date if it is deemed to have negative effects.

Committee Members:

Seven Deadly Sins
DarkSlay
Kaxtar
Flora
zarator
Fire Blast
Engineer Pikachu
danmantican
Alchemator
Its_A_Random
Limewire

After this vote, a topic will be created to revolve in seven new Standing Committee Members.

Implementations:

Implementations are generally simple changes to mechanics or rules that are already considered in place because of balance, clarification, or overwhelming popular approval.

Implementation 1: Confusion Mechanics Revisted

Codifies the effect of a Pokemon hitting itself in confusion as the attack failing and expending 3 energy on the 4 Base Power, typeless self-damaging attack. The Energy Cost of the originally called move is ignored.


Implementation 2: Burn Mechanics Revisited

Burn will now reduce the Base Attack Power of an affected move by 2 or 3 depending on Burn severity instead of 2 or 3 final damage.


Implementation 3: Lowered Rarity counters:

Because of changes in the stat system the following Pokemon would have their TC cost lowered:

Spinda, Plusle, Minun: 3 -> 2

Delibird, Misdreavus, Pachirisu: 4 -> 3

Because of changes in the stat system the following Pokemon would have their TC cost increased:

Cranidos 2 -> 3


Implementation 4: Weather Mechanics

Sunny Day and Rain Dance will no longer boost fire and water moves by 1.5x. They will now add +3/-3 Base Attack Power to their respective buffed and debuffed attacking types.


Implementation 5: Stat Boost Changes

+1/+1 Boosts and +1 or -1 with Damage:

Whenever a move with multiple +1 boosts are used for a state of +0/+0, those boosts/drops last for 4 actions before the boosts start deteriorating instead of 2. This makes the moves more viable (or less in the case of Close Combat/Superpower) on the first and third actions.

The summary on stat boosters will be changed to reflect this. This change buffs +1/+1 Stat Boosters and +1 Boosters with damage or other effects.


Implementation 6: Compensation

Ref Tokens will be increased by 1 for each stated category of battle. Street Brawls and other unlisted multiple battle formats will still follow the 1 Token per Pokemon per Side rule.

Move Counters will be increased to 2 per Pokemon release in Battle. So when a Pokemon is released, it will receive 1 EC, 2 MC, and 1 DC.

The Compensation increases shall take effect for all battles starting on May 1st or after.

The maximum number of tokens to be given for reffing in any format is 15. If you wish to ref a match with more than 15 Pokemon involved, feel free. This limit may be waived for official tournaments (Like a Grand Melee), but not for regular matches.


Implementation 7: Codified Switching Rules

Voluntary switches occur only during a switching phase.

A Switching phase may only be initiated by the trainer moving first that round. Instead of issuing commands, the trainer may instead initiate a switch and offer their opponent a chance to switch their Pokemon. If the opposing trainer accepts and switches their Pokemon, that trainer forfeits the advantage of moving second that round.

A Switching phase has only two possible outcomes:

1. Player A Switch > Player B Declines Switch > Player A Orders > Player B Orders.

2. Player A Switch > Player B Counterswitch and Orders > Player A Orders.

Tag Team Battles operate the same with both team members on the same team switching their Pokemon first. The team which performs the most switches in the switch phase moves first. (e.g. if both trainers on a two person tag team switch, but only one of their opponents does, their opponents still move second)

Melee battles go through each trainer next in the order. Attack Order is then determined in the reverse order of trainers who switched. (eg. Trainer A initiates switch phase. Trainer B makes a switch, Trainer C declines to switch, then Trainer D makes a switch. The attack order would now be D > B > A > C. Because D was able to see the decisions of all other players, D is punished the most for deciding to switch after B switched and C declined.

Any Battle large enough to require orders via PM will automatically be set to Switch=KO


Implementation 8: Long Form Damage Calculator Clarification

As noted, the Long Form Damage Calculator had a notation error present in it. However every iteration of the damage calculator, starting with the original one, had assumed only five ranks and treated ranks above 5 as a kind of separate bonus for extreme stats. It was my original intent that there only be five official ranks and so it shall remain that way. This becomes especially important with the implementation of some items that base their effect on the ranking system.

As such, this is how the Long Form will appear after considering the changes to ranks:

((Base Attack Power + STAB + Critical Hit + [Rank Difference 1-5] *1.5 + [Rank Difference 0 or >5] * 1 + Ability Effects + Field Effects - Reflect/Light Screen - Burn Degree) * Type Effectiveness) + (Stage Boost Difference *1.5).

Legend:

Base Attack Power: The Base Attack Power of an Attack. Most attacks in ASB have Base Attack Powers equal to their game values divided by 10 and rounded up. However a floor has been implemented on most attacks, resulting in no attack having less than 4 Base Attack Power. Check the Attack List for data on specific attacks, as they can have other effects on damage.

STAB: Same Type Attack Bonus. It provides +3 Damage and -1 Energy Cost to moves a Pokemon uses that match its type.

Critical Hit: A chance all attacks have of doing additional damage. When a critical hit lands, Base Attack Power is increased by 3.

Rank Difference 1-5: Differences in Rank between 1 and 5.

As these comprise the most Pokemon they have the strongest effect, worth 1.5 damage each.

Rank Difference 0 or >5: Differences in Rank resulting in Rank 0 or Ranks greater than 5. In the case of Rank 0 Defense, they take 1 more damage from relevant attacks, and Rank 0 Attacks do 1 less damage with all relevant attacks. In the case of Defenses Rank 6 and Above, they take one less damage from all relevant attacks for each rank above 5. Attacks Ranks 6 and Above add one damage to all relevant attacks for each rank above 5.

Ability Effects: Guts, Hustle, Sturdy, and the like, applied from both Pokemon.

Field Effects: Primarily Rain, Sun, and the Sandstorm boost to rock type special defense.

Reflect/Light Screen: These attacks reduce the Base Attack Power of incoming attacks by a flat 5 damage.

Burn Degree: This is the degree of Burn, and can reduce Base Attack Power by 2 or 3 depending on severity.

Type Effectiveness: Effectiveness based on type, with the multiplies 2.25x, 1.5x, 1x, 0.67x, and 0.44x respectively for 4x weak, 2x weak, neutral, 2x resist, and 4x resist.

Stage Boost Difference: The differences in Stage Boosts brought on by attacks like Swords Dance and Bulk Up.


Implementation 9: Street Brawls and Multiple Battle Regulations

Street Brawls as they currently exist will be banned.

I have seriously considered rescinding any and all tokens garnered from such battles as well. This may be a beta, but some things that went on with them are just stupid. As they currently exist they have the original Triples problem on steroids.

As such the following regulations will be put in place:

  • All battle formats with more than 3 Pokemon at once per player will be conducted with orders via private messaging to the referee.
  • This will also apply in Melee battles with more than 4 players, and any Melee format outside of Singles.
  • In Tag Team Matches, players on the same team may coordinate their attacks through PM.
  • All battles must be conducted with the same number of Pokemon per side. No exceptions. Battles are thus functionally capped at the number of Pokemon of the player with the fewest.


Issue Summary:

The Issue Summary contains information on all of the proposals being voted on.

1. Speed Modifying Natures

A YES vote would change positive speed natures to increasing accuracy equal to (New Base Speed^2/Divisor) [Capped at 30] and negative speed natures to decreasing evasion by a flat 10, which is applied to an opponent's accuracy (e.g. 90 becomes 100).

The Divisors will be applied to keep the benefit for generally slower, lower stage Pokemon. The Divisors are as follows:

Fully Evolved: 1000
Second of Three: 700
First of Two: 500
First of Three: 350

This link provides some practical examples.

A NO vote would keep speed at its current effect of flat +5 Accuracy for boosting natures and -5 Evasion for dropping natures.


2. Critical Hits for multi-hit moves.

A YES vote would change the mechanics of multi-hit moves to provide +2 damage for each critical hit on a two-hit attacks and Triple Kick and +1 damage for each critical hit on a two-five hit attacks

A NO Vote would give multi-hit moves the same one-time crit chance as other moves.


3. STAB Summary Changes

A YES vote would remove the additional energy cost reductions for non-STAB moves and replace the summaries with more terrain-oriented effects.

The exact effects are listed below:

New terminology:

Not Losing Focus: In addition to increase the Base Attack Power of attacks by 3 and Reducing Energy cost by one, certain STABs may allow certain moves to keep their focus in all conditions, except when struck by a multi-hit attack (which always disrupt these moves). Whenever using one of the attacks below, moves of their STAB will not break any required focus unless it would directly alter their continuance of the attack.

There are two broad categories:

Partial Trapping Moves: Pokemon will have a much easier time using commands that don't use the appendages sourced in these attacks or else will be able to maintain their mental focus while using other attacks. This effect applies to Bind, Fire Spin, Clamp, Magma Storm, Sand Tomb, Whirlpool, and Wrap.

Uncontrollable Attacks: Pokemon will not be subject to the disruption of Petal Dance, Outrage, and Thrash when hit by moves with greater than 12 Base Attack Power.

Bug:

Summary: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Dark:

Summary: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Dragon:

Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Electric:

Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

Fighting:

Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Fire:

Summary: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Flying:

Summary: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Ghost:

Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Grass:

Summary: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Ground:

Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Ice:

Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Normal:

Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Poison:

Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Psychic:

Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Rock:

Summary: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Steel:

Summary: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Water:

Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

- - -

A NO vote would keep the old summaries and descriptions.


4. Substitution Rules

A YES vote would implement the following Substitution rules:

Attack Substitution:

For each of their Pokemon, a Player acting first may create a substitution based on one specific Attack or Command the opponent can issue and substitute their called actions. This conditional can only be triggered by one of the opponent's actions, however it may apply to multiple consecutive actions for the trainer's Pokemon in that round.

Chance Substitution:

For each of their Pokemon, either player may create a substitution based on the success or failure of a previously ordered Attack or Attack effect. This conditional can only be triggered by the success or failure of a previous action, and as such cannot be applied to the first action of a round. A Player acting first can make either an Attack Substitution or a Chance Substitution, but not both.

KO Substitution:

For each of their Pokemon, either player in a multiple battle (doubles or more) may order an alternative set of actions based on a specific opponent fainting on a specific action. A KO Substitution can be ordered in addition to an Attack Substitution or a Chance Substitution.

A NO vote would push the issue off until a later proposal or codification can be implemented.


5. Combination Attacks

A YES vote would implement the following Combination rules.

  • 1. Combination attacks are largely at the discretion of the referee of that match as to the result of the move. There can definitely be an "intended effect", but combo moves are not guaranteed to work if the referee doesn't think the combo would or should work.
  • 2. Combination attacks have an energy cost equal to (Attack A's Energy Cost + Attack B's Energy Cost) * 1.2
  • 3. Combination attacks generally have the damage of both of their combined attacks, provided those attacks flow smoothly together using the same appendage (or full body assault as the case may be). Damage may be reduced slightly based on the complexity of the combo, such as comboing a multi-hit move with a stronger, more focused attack where possible.
  • 4. Some combinations may change the typing of an attack, at which point STAB is applied if relevant. The ending type of dissimilar attacks is heavily influenced by player preference, however they must explain the mechanics of the change as part of their orders, such as adding the elemental attribute of an attack before they strike or directing the energy from a full body assault into a single point or points of impact if transitioning to a fighting attack for example.
  • 5. Combination attacks combine two attacks into the original action's slot, but due to their complexity give that combination a lower priority bracket than regular attacks. The turn after a combination leaves the Pokemon entirely vulnerable. Because of this combination attacks can only be issued on the first or second action of a round.

A NO vote would require further discussion on combination and their implementation or disbanding.


6. Changing the TC Rarity Cost of certain Pokemon

A YES Vote would lower the TC Cost of every 5 TC Pokemon to 4 and change the formula for a single-stage Pokemon selected outside a starter to TC Cost + 3. This reduces the maximum TC Cost for a Pokemon from 10 to 7.

A NO Vote would retain the current TC model for single-stage Pokemon, doubling their rarity cost when selected outside of an initial team.


Ballot:

Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO

Other Notes:

Any other important game notes for player information.

Notes:

These are notes on various abilities that have been tweaked recently.

I've worked through the listings and changed a few things. Several of them listed damage instead of Base Power, I've attempted to standardize and rectify errors pointed out by Slowsni. All relevant abilities should now effect Base Attack Power.

Adaptability is a 1.33 boost in game, and a +2 boost here
Aftermath has a +10 boost to Selfdestruct and Explosion for 5 more energy.
Analytic is a 1.3 boost in game, and a +2 boost here
Blaze is a 1.5 boost in game, and a +2 boost here here
Defeatist is a 0.5 drop in game, and a -3 drop here
Dry Skin is a 1.25 boost in game, and a +2 boost
Filter is a 0.75 drop in-game and a -2 boost here
Flare Boost is a 1.5 boost in game, and a +2 boost here
Flash Fire is a 1.5 boost in game, and a +2 boost here
Flower Gift is a 1.5 boost (to two stats) in game, and a +2/-2 here
Friend Guard is a 0.75 drop in game, and a -2 drop here
Guts is a 1.5 boost in game, and a +2 boost here
Huge Power is a 2.0 boost in game/1.5 when skill swapped, and a +1.5/+3/+4.5 (Rank increase based on evolution) or +1.5 when skill swapped boost here
Hustle is a 1.5 boost in game, and a +3 boost here
Iron Fist is a 1.2 boost in game, and a +2 boost here
Marvel Scale is a 1.5 defence boost in game, and a -2 to incoming attacks here
Overgrow is a 1.5 boost in game, and a +2 boost here
Normalize adds a +2 boost to Normal attacks when in effect.
Plus is a 1.5 boost in game, and a +2 boost here
Pure Power is a 2 boost in game/still 2 when skill swapped, and a +1.5/+3/+4.5 (Rank increase based on evolution) or +1.5 when skill swapped boost here
Rebound is now an ability than can be activated and will move one layer of hazards for 5% instead of rebounding all hazards on the switch-in.
Reckless is a 1.2 boost in game, and a +2 boost here
Rivalry is a 1.25 / 0.75 boost in game, and a +2 / -2 boost here
Sand Force is a 1.3 boost in game, and a +2 boost here
Sheer Force is a 1.3 boost in game, and a +2 boost here
Solar Power is a 1.5 boost in game, and a +2 boost here
Solid Rock is a 0.75 drop in game, and a -2 drop here
Sturdy has a -1 drop on regular attacks and a -10 drop on OHKO moves.
Swarm is a 1.5 boost in game, and a +2 boost here
Toxic Boost is a 1.5 boost in game, and a +2 boost here
Torrent is a 1.5 boost in game, and a +2 boost here
 
Ballot:

Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO

I'd like to discuss the STAB changes more later. Also, congratulations to the committee members revolving in!
 

Seven Deadly Sins

~hallelujah~
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES

NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES

NO

Changing TC Rarity Costs:

YES
NO
Nice Way to do my 1.4k...
 
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES

NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES

NO

Changing TC Rarity Costs:

YES
NO
 
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:


YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO
 

Alchemator

my god if you don't have an iced tea for me when i
is a Forum Moderator Alumnusis a Top Smogon Media Contributor Alumnus
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO
 
Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus
Ballot:

Speed Modifying Natures:

YES
NO

Critical Hits for Multi-Hit Moves:

YES
NO

STAB Summary Changes:

YES
NO

Substitution Rules:

YES
NO

Combination Attacks Rules:

YES
NO

Changing TC Rarity Costs:

YES
NO
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Speed Modifying Natures:

YES | | | | | | | 7
NO | | | | 4

Critical Hits for Multi-Hit Moves:

YES | | | | | | | | | | | 11
NO 0

STAB Summary Changes:

YES | | | | | | | 7
NO | | | | 4

Substitution Rules:

YES | | | | | | | | 8
NO | | | 3

Combination Attacks Rules:

YES | | | | | | | | | | 10
NO | 1

Changing TC Rarity Costs:

YES | | | | | | | | | | | 11
NO 0

All proposals have passed.

Just as a note: In the future Don't tally votes until after everyone has weighed in. Every policy committee member's position is important.
 
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